A'mahri Kahz

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A'mahri Kahz
"You can NEVER have too many mammets!"


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PROFILE


NAME + ALIASES... A'mahri Kahz |Mahrigold, Bosscat, Mammetmom

RACE & CLAN... Miqo'te, Seeker of the Sun

NAMEDAY... 10th Sun of the 6th Umbral Moon.

GENDER... Female

AGE... Twenty-two

ORIENTATION... Bisexual

MARITAL STATUS...Taken

MISC. INFO


PLACE OF BIRTH.. Outer La Noscea

RESIDENCE... The Goblet, Ward 9 Plot 4

FAMILY... A'dahlia Bhel (Mother), A'kahz Tia (Father, deceased)

OCCUPATION... Freelance Botanist & Merchant

PATRON DEITY... Azeyma, the Warden

HEIGHT... 5 fulms, 2 ilms

WEIGHT... 126 ponze.


[edit]

"I think I can see it now - what I've been doin' wrong this whole time..I wanna help restore Eorzea, one gil at a time." - A'mahri Kahz

Limsa Lominsa-transparent.png A'mahri Kahz
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Lominsan Sun Cat
Gender Female
Race Miqo'te
Clan Seeker of the Sun
Citizenship Limsa Lominsa
Age 22
Deity Azeyma, the Warden
Orientation Bisexual
Marital Status Taken
Occupation Botanist / Merchant
Nameday 10th Sun of the 6th Umbral Moon

A'mahri Kahz (Ah-Ma-Ree Kaz) is a cheerful Miqo'te woman, born on the 10th Sun of the 6th Umbral Moon within the Seeker Antelope tribe in the more densely wooded section of Oakwood, Outer La Noscea. With her scandalous birth causing an uprising of drama within the tribe, both resulting in the death of her father and her mother's expulsion, A'mahri's early years consisted of constant travel until both her and her mother migrated to Limsa Lominsa less than one cycle later.

Despite her confusing childhood, A'mahri still maintains a positive disposition, and is also no stranger to the quirky lifestyle of the maritime city-state. With sailors, pirates, and other colorful types of residents coming in and out of the area, it built a strong foundation into A'mahri's future career as a merchant..That is, until a certain Ishgardian craftsman hired her to be his personal retainer many years later. As of now, A'mahri is both the current manager and co-owner of Clockwork Trading Co. - a business partnership set up by her employer and best friend, Dezmond Neophytos. Presently, she resides in the company's 'Southern Headquarters' located in the Goblet, where she runs the front counter of the shop as well as assist in crafting projects. However, that doesn't mean one won't be able to spot her collecting samples of plants and minerals across the land, as well as loitering around the many Disciple of Hand/Land guilds across Eorzea. Of course, there's no need to be shy around this boistrous Miqo'te lass -- she doesn't bite! In fact, she'll be more than happy to pull out a chair and tell you tales of her travels, some which may or may not be completely exaggerated.



CURRENT INVENTORY

Pip - A'mahri's 'adopted son' and 'personal bodyguard'. Though he's entirely too heavy for the Miqo'te to carry, the mammet is never too far from her side. Do approach with caution, however, as his 'malfunction' may cause some offense and harm to others.

Ink Bottle and Quill - Though she isn't too sure why she carries these items around, they're quite useful for signing documents on the go!

Coin Pouch - It doesn't hurt to carry some pocket change, though A'mahri never carries more than 500g on her person unless she's being either guarded, or on business.

Bandages - It's a miracle that A'mahri still has all her fingers and toes, especially after how many mishaps she has while at work. It always helps to have one or two rolls of bandages on hand!

Brown Leather Satchel - A fairly large satchel to carry A'mahri's tools and equipment in. It's fairly old and smells musty, but it gets the job done. If one looks closely, they'd be able to notice the small blotches of dry ink staining the bottom of the bag.









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Complexion: A'mahri is shown to have a fair skin tone, compared to most Seeker Miqo'te you may see out and about. Spending most of her time working indoors, the Miqo'te doesn't get the opportunity to be out in the sun that much. When she has the free time, A'mahri does try sunbathing in an attempt to make her skin darker. However, she has been cursed with the trait of burning more often than tanning in the sun.

Hair: Dark Brown and shoulder-length which is often styled differently.

Eyes: Left Eye Blue, Right Eye Green

Body: Slightly tall for a Miqo'te, A'mahri proudly stands at 5 fulms 2 ilms. She shows signs of pudginess in some areas, namely her hips and stomach, giving her a more 'pear' shaped body. However, her arms and legs appear to be quite toned - most likely from cycles of outdoor work.

Scent: A'mahri often carries the scent of freshly cut grass and wood, which unfortunately, may also be paired with sweat. When she does bathe however, she may give off the scent of rolanberries and lemon.

Additional Features: A'mahri's fingers and hands are often stained with ink or covered in dirt. They also show small cuts which are more than likely from accidents when working.

Clothing Style: A bit of a 'fashionista', A'mahri will throw on whatever 'looks good', but still can be useful for work. That being said, A'mahri will more than likely be seen wearing aprons and other sorts of protective equipment. When in the field, A'mahri will wear more lighter clothing to increase mobility - and ironically, wearing heavier clothing while in Coerthas. Additionally, A'mahri also has an affinity for the color red - and most if not all of her clothing will contain a form of 'redness' in them.

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At a first glance, A'mahri can come off as loud, obnoxious, and maybe even a little bit scatterbrained. Having spent the majority of her life around the hustle and bustle of Limsa Lominsa, it would be undeniable that she would be influenced by some of the city-state's native folk. However, wanting to be taken more seriously in her place of employment, A'mahri will attempt to 'tone down' her behavior a few notches -- drawing her words out longer to conceal her 'dialect' when communicating with clientele.

In addition, A'mahri displays a degree of cockiness when it comes to her own skills -- going as far as to claiming to be a Master Craftsman and to be the best of the best in her trading company. Though, in actuality, A'mahri's skills in both gathering and crafting are average. She also has a habit of deeply exaggerating the truth -- an example being that she would make herself appear as the 'main character' of whichever scenario she so happens to be in.

Upon cracking A'mahri's wild 'shell' of a character, one may discover that she takes pride in her work - even going so far as to working herself to exhaustion in order to meet quotas unless forced to stop by her superiors. She displays an undying loyalty to both Clockwork Trading Co. and towards her boss, Dezmond, in order to gain recognition for her work.

Lastly, though she is guilty of spending unnecessary amounts of gil on luxuries in her youth, A'mahri is shown to be quite frugal -- refusing to spend on anything outside of necessities after receiving a rather harsh tongue-lashing from her mother. However, A'mahri will always put a bit of gil to the side to 'treat herself' when the time is right. Though, don't be too surprised if you find A'mahri trying to win a free drink or two off of your character!

Flaws

Liar Liar, Pants on Fire! -- A'mahri is prone to lying, mainly to keep herself out of trouble and in an attempt to impress everyone she communicates with.
Name-calling -- Being bad with names, A'mahri refers to some of her aquaintences with nicknames. This is all in harmful fun, though some may be offended by some of the random names she'll make.
Stubborn -- It's relatively difficult for A'mahri to take "No" for an answer. If she is told not to do something, she'll most likely do it anyway.
Hing..Er...What? -- With a combination of both her 'Lominsan dialect' and her exciteable nature, A'mahri is prone to talking fast..REALLY fast. In turn, it may be hard to understand what she's trying to say.
Perfectionist -- A'mahri isn't one to half-ass her work, and will go great lengths to make sure her productions are more satisfactory. However, she will become extremely frustrated should things go wrong or unplanned.

Fears

Sylphs -- During one of her expeditions into the Black Shroud, A'mahri fell victim to a Sylph's pranks, which ended up in her being covered from head-to-toe in some really adhesive tree sap. Since then, A'mahri has developed a fear towards the 'flying gysahl greens' beast tribe.
Vilekin -- A'mahri is definitely not fond of the large creepy-crawlies.
Thaumaturgy -- Not being able to understand thaumaturgy, A'mahri has a very thin line of trust in it. As superstitious as she is, she claims that it's an evil act and whoever uses it probably has some dark motives.


Preferences

Likes

Reading -- Though she hasn't fully mastered the art of literature, A'mahri does enjoy sitting down and reading a good book -- as long as there aren't any big words.
Music -- A'mahri has a huge respect for bards, and even wanted to become one herself! However, she hasn't the slightest on how to play an instrument.
Magitek -- A'mahri knows little to nothing about Magitek and other advanced technologies, but she likes the appearance of them.
Gardening -- Red Rooster Stead was a location A'mahri frequented a lot while growing up, so much that she had learned how to maintain her own garden at home! Despite the difference in climate in Thanalan, she can just about manage to keep some crops alive in the heat.

Dislikes

Sweets -- Not having much of a sweet-tooth, A'mahri prefers more savory foods, and may turn away any offers consisting of high amounts of sugar.
Cold weather -- Living in Ishgard with her employer for some time was similar to traveling in the Seven Hells itself. A'mahri absolutely hates the cold and will do anything she can to avoid it.
Strong alcohol -- A'mahri enjoys the more simpler alcohols in life -- totally not because she's a lightweight or anything.
Gigantoads -- Though she's well-versed in leatherworking, A'mahri will be very reluctant to gather Gigantoad skins...too slimy!
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Weapons + Combat Styles

Bow - A'mahri's primary choice in having to use a weapon would be a bow. Being the first weapon A'mahri was taught how to hunt with as a child, she had grown with years of practice and is quite comfortable with using one. She prefers a stealthy approach towards her prey over all else, and finds much more advantages towards attacking from a distance than upfront. Her main bow is a longbow crafted from Dark Chestnut lumber that she whimsically calls her 'baby'.

Daggers - A'mahri's 'last resort' weapon, though she rarely carries them on her. Should she be unable to use a bow for whatever reason, A'mahri will quickly switch to daggers, which she tucks away into her boots (when she doesn't forget them). Crafted from cheap copper, A'mahri probably wouldn't miss them should they be damaged or destroyed.

Axe - A secondary choice of weapon. When A'mahri is out gathering in the fields and a creature happens to attack, this is mostly her only form of defense. She's not very competant with axes and the like, however, and often swings herself off-balance. However, the strong, reinforced steel is probably more than enough to cut through flesh and bone.


Crafting

When it comes to crafting, of course A'mahri isn't as 'masterful' as she claims to be. In fact, her main specialties lie in Leatherworking and Weaving. From tanning hides to mending clothing, A'mahri enjoys the thrill of "makin' stuff out of nothin'.", as she would put it. Back in Limsa Lominsa, she had only just begun Carpentry and isn't too adept at it as of yet - but with a bit of practice, she plans on making furniture and other goods to sell in the company. A'mahri's tools of the trade are the typical knives, awls, and needles that one might use when carrying out a task with the two skills. When the opportunity comes along where she's commissioned something, she pays close attention to detail - to make sure not a thread is out of line and not a single scratch in the leather is seen.

Early Life

"I'll never let them hurt you, my precious child. I will walk the entire realm to keep you safe from harm - Kahz would've done the same." -A'dahlia to an infant A'mahri.


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A'mahri's story begins with an uproar of drama within the Antelope tribe. Her mother, A'dahlia Bhel, had laid with a non-breeding Tia named A'kahz. Shortly after A'mahri's birth, the Nuhn, who was unaware of the affair at the time, threw a fit of rage. In turn, A'kahz was executed and A'dahlia had fled the tribal grounds with baby A'mahri in her arms.

For roughly around a year at most, A'dahlia and A'mahri had traveled from location to location to hide from both the Nuhn and any other Antelope tribesmen who may be lurking about. Though she was unable to recognize any familiar-looking Miqo'te whenever she happened to come across some, the memory of her lover's murder took a heavy toll on A'dahlia's mentality. She refused help from just about everyone she came across, and displayed hostility from those who approached her. With the amount of constant migration from what had to be every settlement in La Noscea, A'dahlia and A'mahri had eventually entered Limsa Lominsa. With the city-state's large structures, winding bridges, and high population, A'dahlia concluded that it would be just the place to settle down and raise A'mahri properly.


Childhood

"I'm tired of bein' all cooped up in this house! I wanna be free - playin' 'round with the other kids.. Why's that so hard to understand?"


Several years had passed by since A'dahlia and A'mahri's arrival into Limsa Lominsa, and the young Miqo'te had grown up quite happy -- though her mother refused to allow her to play or interact with any of the other children, or people in general -- unless they were uniformed in Maelstrom/Yellowjacket colors. Not wanting for her child to be put in danger, A'mahri was very sheltered for the majority of her upbringing. This in turn, made A'mahri rebel against her mother every now and then -- refusing to abide by her mother's rules and would constantly run away from home. This would become a weekly occurence which resulted in young A'mahri being escorted home by the authorities, or very angry parents.

And so, this behavior continued for the next few years. However, in light of good news, A'dahlia had dropped her tribal prefix and had taken up working in the Drowning Wench. Meanwhile, A'mahri continued her antics to the point where her mother had given up, and allowed her to venture on her own within the city's walls. This was a huge moment in development for the young miqo'te, as she had begun to learn how to read and write, and even learn how to use a bow whenever A'dahlia was off from work. This had created a sort of daily routine for A'mahri to both keep busy and keep out of trouble, much to A'dahlia's enjoyment. All A'mahri had to do was wake up, study, practice hunting, wander about the city, and go to bed.


Teenage Years & Adulthood - Into the Life of Crafting

"Even if my skill's kinda shite, I wanna learn to fix everythin' - to rebuild Eorzea from the ground up if I wanted...Yeah..That's a pretty damn good goal."


One day, while loitering around the docks, A'mahri had come across a group of sailors disembarking and repairing on what appeared to be a damaged ship. Upon watching as the sailors worked as a team pass lumber and tools to eachother, as well as the damaged ship soon looking good as new, A'mahri was astonished.

Thus, began A'mahri's development in a field that would soon become her lifetime career. She had begun tinkering with household objects -- namely gluing handles back to cups and nailing pieces of wood together in an attempt to fix or make items look new. Being pleased with her own creations, A'mahri knew she had set herself on the right path. On her seventeenth summer, the Miqo'te had set up a small stall within Hawker's Alley repairing small objects in an attempt to make some gil for herself. Soon feeling like a top-of-the-line craftsman, A'mahri had begun working on larger scale projects, and had even offered to assist sailors with repairs should they need it. With her stall gaining a smidgen more attention, A'mahri knew she had made the right choice to become a craftsman.


Like Clockwork

"I haven't done the whole 'big business' stuffs yet. Though, if it means I'll be makin' more gil than I am currently, it's an offer I can't refuse."

While she was working, A'mahri had bumbed into a man by the name of Dezmond Neophytos, an Ishgardian engineer who had been commissioned to work on a special job in Limsa Lominsa. After a while of talking about their respective roles in their jobs, the two had hit it off. Dezmond had asked A'mahri if she would be willing to assist him on his project, and she wholeheartedly agreed. Upon the completion of said project, which was to attach some upgrades to a Maelstrom-governed ship, Dezmond requested that A'mahri joined him as his retainer so they could complete projects back at his home in Ishgard. Though reluctant at first, A'mahri and him struck a business deal which would eventually evolve into their Free Company, Clockwork Trading Co. -- a supply and manufacturing coalition that produced goods to give to the people of Eorzea. The two had journeyed back to Ishgard, and after a bit of time getting adjusted and working on their business plan, they had purchased a plot of land in The Goblet to set up their 'Southern Branch' of Clockwork Trading Co.

Please feel free to add your own rumors under PC! Some of these rumors may be untrue or greatly exaggerated.

Common Rumors (Easily overheard)

"Oh, right -- Dahlia's kid. The lass was a bit o' a troublemaker in 'er youth, but I'm happy t' see she's matured a lil'." ~Stationary Yellowjacket
"She used to have a lil' crate she used as a market stall -- didn't get a whole lot of attention, but she fixed me kid's toys for cheap." ~Lominsan Mother
"The manager of Clocktower...or..something, right? She's got a bit of a gob on her."~Gridanian Citizen

Moderate Rumors (Moderately difficult to overhear)

"Word is, her and Dahlia are runaways. Bein' they're Miqo'te, I ain't too surprised if it's true. Their 'culture' is a lil' bit different from ours, ain't it?" ~Lominsan Tavern Wench
"A'mahri!? She's definitely not the sharpest tool in the shed, that's for sure. I once saw her glue her hand to a plank of wood -- then proceed to start smacking things around with it!" ~Doubtful Gridanian

Rare Rumors (Very difficult or rarely overheard)

"Her and her motherrrrr have been exiled from our tribe many, many years go. A'kirzh is over it now, of course, but I believe they still arrrrre not welcome heeeerrrreee..." ~Antelope Tribe Elder
"The lass almost died -- thinkin' she'd be able to blow her funds on Aetheryte travel. After a hefty aether sickness, she was bedridden for nearly a whole summer -- Dahlia told me 'bout it!" ~Drowning Wench Patron


PC Rumors (Rumors from the characters of other players)

"Insert rumor here." ~Name
"Insert rumor here." ~Name
"Insert rumor here." ~Name
💑 In a Relationship Romantic Interest Sexual Desire Platonic Love Family Good Standing Neutral Poor Standing Deceased

💑 Dezmond Neophytos - "Dezzo, Head-Honcho, Ser Dezzalot" : Dezmond and A'mahri's relationship goes all the way back to when they had first met in Limsa Lominsa. Being hired as his retainer, A'mahri displays a large amount of loyalty and speaks highly of this Ishgardian male. She enjoys teasing him, and after a shared confession of feelings between the two of them, the two are now romantically involved. These two have each other's backs constantly -- doing anything in their power to keep each other happy should they be stressed or feeling down.


Sareyu Ejinn - "Sare/Reyu" : The latest addition to Clockwork Trading Co.'s staff and a dearly treasured friend and worker of A'mahri's. Though the Xaela's lack of emotion and unfamiliarity of Eorzean culture baffles A'mahri, she values Sareyu's company and is definitely more than pleased at the fact that she can communicate with another female within the company -- almost to a degree of sisterly affection. With Sareyu's resignation from the free company, however, and no definite leads as to her current location, A'mahri worries that the Auri woman might be in danger.


Family

A'dahlia Bhel (Mother) A'kahz Tia (Father, Deceased) A'tahmi Kirzh (Distant Cousin)

Coming Soon!

Want to walk up to A'mahri and find yourself struggling to come up with a conversation topic? Worry not! Perhaps the topics below will give you some ideas.


BACKSTORY TOPICS

Note: Please ask me beforehand when using these.


If your character is an Antelope tribe Miqo'te, they may know or have heard of A'dahlia and A'mahri's escape from the tribal grounds twenty-one years ago.

If your character is from Limsa Lominsa, they may have seen or remembered A'mahri's little repair stall in Hawker's Alley.

What a strange-looking contraption! A'mahri is always dragging Pip everywhere with her ever since she built it with Dezmond. Perhaps your character may want to talk to A'mahri about her little mammetian companion.


PUBLIC APPEARANCES
Use these,'OTHER APPEARANCES', and 'AFFILIATIONS' to your heart's content!

Sometimes, A'mahri makes a few appearances here and there at the Fated Inn

A'mahri along with the rest of Starfall Trading Co. took part in the Festival of Free Companies

A'mahri had attended the Eternal Bonding Ceremony of Balther Strongblade and Sareyu Ejinn, in which she was the maid of honor.


OTHER APPEARANCES

A'mahri would often be seen loitering around in the Carline Canopy, the Forgotten Knight, and the Drowning Wench.

More recently, A'mahri may be seen wandering around The Shroud picking berries and chopping wood.

A'mahri tends to perform most of her business transactions and meetings at Fallgourd Float and various DoH guilds throughout Eorzea.


AFFILIATIONS

A'mahri is both the manager and expeditionary leader of Starfall Trading Co. Additionally, she also sells her own line of leather armor and clothes within the company.

What I am looking for/interested in:

IC Friends, enemies, interaction! I've been trying to get back into the world of FF RP and simple conversation could be enough to get me started. (OOC friends are even better! /o/)

Plotlines and Stories! Though A'mahri was purposely made to be a more 'background' character, I'd be totally willing to throw her into plots.

Clientele! A'mahri is skilled in the arts of leather-working and weaving. Being the manager of Starfall Trading Company, she is always looking for people to commission her.

Walk-ups and tells! I don't mind which - I just wanna RP!

What I will NOT RP:

I will refuse any sort of ERP whatsoever. If your character chooses to flirt with A'mahri, that's fine by me. However, any sort of action into the 'ERP boundary' will be rejected. I'm fine if ERP is your thing, but it's simply not mine.

Character Death & Mutilation

Anything extremely lore-broken. A bit of bending here and there is acceptable, but I will refuse to delve into anything that goes overboard.

About the Player:

Naturally, I post in paragraphs and consider myself as a sort of medium/heavy type of role-player. It gives me a chance to really 'give it my all' in a sense. I also prefer the amount of descriptive detail you can give while doing so. However, I will tone the brevity down a bit when in larger groups so I can match the pace of the conversation more easily.

OOCly, I suffer from social anxiety. While I'm roleplaying, I'm usually freaking out 99% of the time. Please take this into consideration and have patience with me if you chose to RP with me.

Do forgive me if I take a long time to post. With the stupid auto-scroll function in FF, it's really easy for me to get lost in the sea of posts.

While RPing, I always type my responses out on a word doc before copy/pasting them in-game. It may sound slow, but I both type and proofreader quite quickly! It also helps me keep track of where I am in my posts because the limited spacing of the chat box makes me get lost sometimes.

For personal reasons, I will refuse to RP in the Quicksand.

This template created by Rihxo Matoi with the help of Nanagi Nagi and has pieces from the templates of Unnamed Mercenary, Roen Deneith, Cyrus Wolfe, and Coatleque Crofte.